February 20, 2008 - Known far and wide across the Forgotten Realms, Westgate is a major city located where the River Thunn flows into the Inner Sea. It's home and headquarters to a number of very prosperous merchant families, each with its own warehouses and other facilities. Officially, it's governed by a council on which they are all represented. However, there are those who feel the true power lies elsewhere, in the hands of a shadowy thieves guild that, by virtue of its assassins, agents and other assorted scoundrels, has extended its reach far beyond the municipality into a vast web of nefarious influence.

Said to be the first in a series of adventure packs that will retail via digital download, Ossian Studios' Neverwinter Nights 2: Mysteries of Westgate is approaching release, likely next month, although a definite date has yet to be announced. Along with an open-ended campaign involving a potent but cursed treasure, the title will feature new content including three companion NPCs, a sewer tile set for module makers, additional monsters, an original score and professionally recorded dialogue. Seeking to know more, we were fortunate when the team proved willing to provide further insights through a series of diaries.

The Night Masks are a powerful thieves guild that operates out of the city of Westgate, although in actuality, thievery is amongst the least of the group's activities. Most commoners believe they are a nuisance the ruling council of the city manages to keep under control, but the truth is far more disturbing than that. The Night Masks have their fingers everywhere in Westgate, and no less than three of its 10 ruling noble houses are directly controlled by the evil organization.

Recently, a rival guild calling itself the Ebon Claws has arisen to challenge the Night Masks' dominance of Westgate's illegal activities. Springing up remarkably quickly, this new faction has so far managed to get the better of its rivals. On several occasions, gang warfare has broken out in the streets, particularly in the Harbor Loop. This has not gone unnoticed by Obid Teltas. The acting high priest at Morningstar Haven, he is a blustering man who, despite his position, has the general manner of a used ox-cart seller. He has made a public vow to rid the streets of the evil "festering in its bowels", but as yet, his actions seem to have amounted to little more than attempting to convince a few hired mercenaries and adventurers to probe around.

Mysteries of Westgate features three fully developed companions, all of whom possess detailed histories and personalities. We wanted to keep them fairly grounded in terms of concept (so no half-dragon / half-solars!), but rich in complexity, and with well-rounded and realistic motivations and goals. They each have a role to play in the story, and ultimately, the conclusion to their respective tales is somewhat dependent upon the player's actions.

Mantides was once a champion of Lathander, a paladin in the service of Morningstar Haven whose deeds and combat prowess were renowned throughout Westgate. However, something happened to result in his dismissal from both the church and the favor of the Morninglord. Stripped of his paladin powers and tortured by whatever events led to his fall from grace, he now drowns his sorrows in the Black Eye tavern. He refuses to speak about the specifics, but it is known that he harbors a very deep hatred for the Night Masks. While he is a bit rusty due to lack of practice, he still knows how to use a sword.

Rinara is a former collector for the Night Masks who has returned to Westgate after a short exile. Unfortunately, despite her many skills, this professional criminal has never been good with disguises. With her distinctive green eyes and matching short swords, the "Lady of Shivs" is likely to be recognized by her many enemies in the city.

Charissa Maernos is the daughter of a disgraced line of Waterdhavian nobility. Convinced of her parents' innocence, she turned to the Tyrran church for a measure of justice. It, in turn, gained a warrior of singular dedication and uncompromising vision. Unsuited for a cloistered life of prayer and reflection, the Tyrrans unleashed their new recruit on the criminals of Toril. Bludgeoning first with her massive war hammer and asking questions later, she has restlessly traveled Faerun from the Sword Coast to the Dragon Coast, always on the lookout for the one man who can prove her parents' innocence. Charissa's enemies would call her rude, condescending and arrogant. Her friends would... well, say the same thing while adding there are few they would rather have at their back in a fight. "When the hammer meets the anvil," she is fond of saying, "there's never a doubt as to which side I'll be on." She has little time for those who are less sure.